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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief
*/ /*-------------------------------------------------------------------*/
/*!
* \file esextcGPUShader5UniformBlocksArrayIndexing.cpp
* \brief GPUShader5 Uniform Blocks Array Indexing Test (Test Group 4)
*/ /*-------------------------------------------------------------------*/
#include "esextcGPUShader5UniformBlocksArrayIndexing.hpp"
#include "gluContextInfo.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <cstring>
namespace glcts
{
const glw::GLuint GPUShader5UniformBlocksArrayIndexing::m_n_array_size = 4;
const glw::GLuint GPUShader5UniformBlocksArrayIndexing::m_n_position_components = 4;
/* Data to fill in the buffer object associated with positionBlocks uniform array */
const glw::GLfloat GPUShader5UniformBlocksArrayIndexing::m_position_data[] = { -1.0, -1.0, 0.0, 1.0, -1.0, 1.0,
0.0, 1.0, 1.0, -1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0 };
/* Fragment Shader code */
const char* GPUShader5UniformBlocksArrayIndexing::m_fragment_shader_code = "${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1, 1, 1, 1);\n"
"}\n";
/* Vertex Shader code */
const char* GPUShader5UniformBlocksArrayIndexing::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"uniform PositionBlock\n"
"{\n"
" vec4 position;\n"
"} positionBlocks[4];\n"
"\n"
"uniform uint index;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = positionBlocks[index].position;\n"
"}\n";
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5UniformBlocksArrayIndexing::GPUShader5UniformBlocksArrayIndexing(Context& context,
const ExtParameters& extParams,
const char* name, const char* description)
: TestCaseBase(context, extParams, name, description)
, m_fragment_shader_id(0)
, m_program_id(0)
, m_tf_buffer_id(0)
, m_uniform_buffer_ids(DE_NULL)
, m_vertex_shader_id(0)
, m_vao_id(0)
{
/* Nothing to be done here */
}
/** Initializes GLES objects used during the test.
*
**/
void GPUShader5UniformBlocksArrayIndexing::initTest(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Check if gpu_shader5 extension is supported */
if (!m_is_gpu_shader5_supported)
{
throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
/* Feedback varyings */
const char* feedbackVaryings[] = { "gl_Position" };
const unsigned int nVaryings = sizeof(feedbackVaryings) / sizeof(char*);
/* Generate and bind VAO */
gl.genVertexArrays(1, &m_vao_id);
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create vertex array object");
/* Create program object */
m_program_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "Creating program object failed!");
gl.transformFeedbackVaryings(m_program_id, nVaryings, feedbackVaryings, GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set transform feedback varyings!");
/* Create shader objects */
m_vertex_shader_id = gl.createShader(GL_VERTEX_SHADER);
m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Creating shader objects failed!");
/* Build program */
if (!buildProgram(m_program_id, m_fragment_shader_id, 1, &m_fragment_shader_code, m_vertex_shader_id, 1,
&m_vertex_shader_code))
{
TCU_FAIL("Program could not have been created sucessfully from a valid vertex/fragment shader!");
}
/* Create a buffer object */
gl.genBuffers(1, &m_tf_buffer_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_tf_buffer_id);
gl.bufferData(GL_ARRAY_BUFFER, m_n_position_components * sizeof(glw::GLfloat) * nVaryings, DE_NULL,
GL_DYNAMIC_COPY);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create and initialize a buffer object to be used for XFB!");
/* Bind buffer object to transform feedback binding point */
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* index */
m_tf_buffer_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to transform feedback binding point!");
}
/** Executes the test.
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
*
* Note the function throws exception should an error occur!
*
* @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
*
**/
tcu::TestNode::IterateResult GPUShader5UniformBlocksArrayIndexing::iterate(void)
{
initTest();
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Use the test program object */
gl.useProgram(m_program_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use program object!");
/* Set up uniform buffer bindings */
m_uniform_buffer_ids = new glw::GLuint[m_n_array_size];
memset(m_uniform_buffer_ids, 0, m_n_array_size * sizeof(glw::GLuint));
gl.genBuffers(m_n_array_size, m_uniform_buffer_ids);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() failed");
for (glw::GLuint index_value = 0; index_value < m_n_array_size; ++index_value)
{
glw::GLuint blockIndex = 0;
std::stringstream positionBlock;
positionBlock << "PositionBlock[" << index_value << "]";
blockIndex = gl.getUniformBlockIndex(m_program_id, positionBlock.str().c_str());
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not get uniform block index");
gl.uniformBlockBinding(m_program_id, blockIndex, index_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not assign uniform block binding");
gl.bindBuffer(GL_UNIFORM_BUFFER, m_uniform_buffer_ids[index_value]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object");
gl.bufferData(GL_UNIFORM_BUFFER, m_n_position_components * sizeof(float),
m_position_data + m_n_position_components * index_value, GL_STATIC_READ);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object data");
gl.bindBufferBase(GL_UNIFORM_BUFFER, index_value, m_uniform_buffer_ids[index_value]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to uniform block binding point");
}
/* Retrieve 'index' uniform location. */
glw::GLint index_uniform_location = gl.getUniformLocation(m_program_id, "index");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation() call failed.");
if (index_uniform_location == -1)
{
TCU_FAIL("Could not get index uniform location!");
}
/* Run the test */
bool testFailed = false;
for (glw::GLuint index_value = 0; index_value < m_n_array_size; ++index_value)
{
if (!drawAndCheckResult(index_uniform_location, index_value))
{
testFailed = true;
break;
}
}
if (testFailed)
{
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
}
else
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}
return STOP;
}
/** Draws and checks result data fetched via transform feedback
*
* @param index_value value to be set for the index uniform variable.
*
* @return true if the result data is correct, false otherwise
*/
bool GPUShader5UniformBlocksArrayIndexing::drawAndCheckResult(glw::GLuint index_location, glw::GLuint index_value)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
bool result = true;
gl.uniform1ui(index_location, index_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1ui() call failed");
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed");
gl.beginTransformFeedback(GL_POINTS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) call failed");
gl.drawArrays(GL_POINTS, 0, /* first */
1); /* count */
GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering failed!");
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed");
gl.disable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) call failed");
/* Fetch the results via transform feedback */
const glw::GLfloat* feedback_result =
(glw::GLfloat*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */
sizeof(float) * m_n_position_components, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not map buffer to process space");
if (de::abs(feedback_result[0] - m_position_data[index_value * m_n_position_components + 0]) > m_epsilon_float ||
de::abs(feedback_result[1] - m_position_data[index_value * m_n_position_components + 1]) > m_epsilon_float ||
de::abs(feedback_result[2] - m_position_data[index_value * m_n_position_components + 2]) > m_epsilon_float ||
de::abs(feedback_result[3] - m_position_data[index_value * m_n_position_components + 3]) > m_epsilon_float)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Expected Data ("
<< m_position_data[index_value * m_n_position_components + 0] << ", "
<< m_position_data[index_value * m_n_position_components + 1] << ", "
<< m_position_data[index_value * m_n_position_components + 2] << ", "
<< m_position_data[index_value * m_n_position_components + 3] << ") Result Data ("
<< feedback_result[0] << ", " << feedback_result[1] << ", " << feedback_result[2] << ", "
<< feedback_result[3] << ")" << tcu::TestLog::EndMessage;
result = false;
}
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() call failed");
return result;
}
/** Deinitializes GLES objects created during the test.
*
*/
void GPUShader5UniformBlocksArrayIndexing::deinit(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Reset OpenGL ES state */
gl.useProgram(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
gl.bindVertexArray(0);
/* Delete program object and shaders */
if (m_program_id != 0)
{
gl.deleteProgram(m_program_id);
m_program_id = 0;
}
if (m_vertex_shader_id != 0)
{
gl.deleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (m_fragment_shader_id != 0)
{
gl.deleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (m_tf_buffer_id != 0)
{
gl.deleteBuffers(1, &m_tf_buffer_id);
m_tf_buffer_id = 0;
}
if (m_uniform_buffer_ids != DE_NULL)
{
gl.deleteBuffers(m_n_array_size, m_uniform_buffer_ids);
delete[] m_uniform_buffer_ids;
m_uniform_buffer_ids = DE_NULL;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
/* Call base class' deinit() */
TestCaseBase::deinit();
}
} // namespace glcts